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Thanks for playing, three times over nonetheless! I think you'll find that game design doesn't always need to be in your face, and that the best design is invisible. An example, for every scene that had a weapon in it, I had a light reflect off the weapon to make a glint that is brighter and more legible. And design of course doesn't always need to be about mechanical depth, here I was simply using the gameplay to set the stage for the experience. Anywho sorry bout lag, the whole visualiser thing in the background is totally the culprit there, and thanks again for playing!